There are a total of 42
character skills and they are all explained in here. While some skills
can be learnt and used by all the ofences, other skills are exclusive
for just a few offences, or even a single one.
If a skill requires a minimun LEVEL (in the stats/skills screen) it means that
the skill can be trained with
the right trainer (a
NPC) as soon as that level is reached.
The
more points are put on a skill the better it will work. Having the
skill capped (that
means, with points used up to the maximun of the skill at the current
level) will make the skill work at its maximum efficiency. Otherwise,
when a skill has much less points that the current level cap, the skill
will barely work.
Classes
of skills:
Weapon handling skills
Special attack skills
Other fighting skills
Other character skills
Cooking, sewing,
mechanics, chemistry and jewelry
The next four skills cannot be
leveled up by putting points on them, as they are automatic. That means
every one of these skills will level up over time if used: the more the
better.
 Those
skill levels are the base used (along with dexterity or strength) to
calculate the hit / miss rate
of a kind of weapon for your character, and also applies an important
injury bonus when you hit.
BLADED
WEAPONS
 This
is how good is the character in using bladed and piercing weapons, like
knives, axes, icepicks, etc. DEXTERITY
is the stat that must be raised as much as possible so the attacks are
powerful enough.
DISTANCE
WEAPONS
 If
your main weapon type is distance weapons, this is the skill that will
set the efficiency of your character when attacking with guns, pistols,
rifles, slingshots, etc. DEXTERITY
is the stat that must be raised as much as possible so the attacks are
powerful enough.
BLUNT WEAPONS
 If
your choice of weapons is about sticks, ladles, hammers, maces, etc
this is the skill that will make you better at banging you enemy with
such gear.
STRENGTH is the stat that
will make your blunt weapons attacks much stronger and devastating.
MARTIAL
ARTS
With this skill no weapons are needed at all, just your bare fists to
punch your enemies to the ground. This skill modifies the base damage
made by the fists, just like the stats of any weapon, but changing with
levels. The base damage of the fists at level 1 is 3 points, and 1
additional damage point will be added to this with every 9 points in
the martial arts skill.
STRENGTH is the stat that
will make your fists as powerful as sledgehammers, making your martial
arts attacks, and your counterattacks, much more bone-crushing.
 As
a special case, if an item has a bonus to martial arts, this bonus is
not added to the skill level but directly to the actual base damage of
the
fists. That means, if the base damage of your fists at your level is 6,
a pair of gloves with a +4 bonus to martial arts will result in having
in your fists a total of 10 damage points. If the item has a bonus to
any of the other combat skills, the bonus is added to the current level
of the skill, as supposed.
Classes
of skills:
Weapon
handling skills
Special attack
skills
Other fighting skills
Other character
skills
Cooking, sewing,
mechanics, chemistry and jewelry
These skills are triggered
automatically by using a specific kind of weapon or under some special
circumstances. The player cannot control when or how one of these
special attacks will work. Anyway the more points spent in the skill
the more successful attacks with that skill will result during combat.
STUN
Only for blunt weapons. Whenever a character is stunned it will lose
all the attacks and actions points during its turn, losing so the
complete turn in fight.
BLEEDING
WOUND
Only for distance weapons. If the shot is precise enough the wound
opened will bleed during 3 more turns, dealing additional damage to the
enemy.
DEEP WOUND
Only for bladed weapons. A deeper and more damaging wound will deal a
lot more damage whenever this skill is successful.
MORTAL
FIST
Only for martial arts. The punch dealt with the fists with this skill
will make the enemy think a truck just rolled over him.
DOUBLE
ATTACK
Sometimes the character will be able to attack twice when attacking. A
double attack can't blunder, as it is a master attack. If the double
attack is made by a distance weapon, de additional attack uses no ammunition at all.
COUNTERATTACK
If the skill is in good shape, whenever you are hit by an enemy you
have a chance to counterattack with martial arts. A counterattack can't
blunder nor be dodged. A stunned character can't counterattack.
TRICK
Only politicians and swindlers have such a skill. When a
politician or a swindler is attacked there is a chance to make a
special tricking key dodging the attack and bouncing it to anyone in
the attacker's side.
If the enemy is much higher in level the attacks can't be tricked at
all.
TOXIC
WOUND
Only drug dealers have this
skill. A toxic wound will deal a good blow to the enemy as well as
intoxicating him. Drug dealers always keep their weapons and
ammunitions poisoned all the time so there is always a chance of
intoxicationg the enemy with every attack.
BERSERK
Mercenaries go Berserk
when they are low on health, having then 3 attacks every turn instead
of 2, being so until their health is restored. Whenever the health is
more than half the total hitpoints the mercenary will not be berserk.
FRENZY ATTACK
Caused by a huge rise of adrenalin in your body, this skill sends a
fast series of special counterattacks when the Hacker is attacked while being low
on health. This skill replies to the attack with several martial arts
blows.
SNIPER
SHOT
Only for hitmans when using
distance weapons, a hitman will be really deadly with distance weapons
whenever it finds the opportunity to aim like a sniper to hit a vital
organ and cause an awful wound to the enemy.
BLOODY
RAGE
Only for serial killers with
bladed weapons, this skill gives the fighter an overwhelming thirst of
the enemy's blood with the sight of its wounds, causing a brutal
reaction when attacking with bladed weapons. The damage inflicted is
considerable.
VAMPIRE
HIT
This is an special skill available only to a few offences. When one of
your attacks is exciting enough for your disturbed mind,
the adrenalin released recovers your body with the pleasure you feel,
so the more damage you inflict to your enemy the much better you will
feel. Only standard hits and critical hits can become vampire hits.
WHILRWIND
This is an special skill available only to a few offences. Taking
advantage of your superior dexterity, and if your health is more
than half your total hitpoints, it is possible that you turn into a
killer whirlwind by getting six (6) attacks instead of 2, with the same
AP.
BURST
This is an special skill available only to a few offences. When using
distance weapons,
sometimes it will be possible to aim several targets in a row and fire
a burst of shoots to the enemy side. This will cause a bleeding wound
in every enemy succesfully hit. There will be bursts only when there
are at least 2 enemies, and up to a maximum of 5 enemies can be hit.
SWEEP
This is an special skill available only to a few offences. The fighter
has a chance to wield its blunt or bladed weapon beforehand
enough to sweep several enemies with it. When attacking, and if the
sweep is possible and successful, the main target will be hit and, at
least, one more enemy in the target's side, albeit the secondary
targets won't get as much damage as de main target. A perfect sweep
will hit the main target and up to 5 enemies, but the sweep can be
successful only with standard hits.
EXPLOSIVES
Gangsters and muggers can use explosives. A bomb type item is launched
against a primary target, always explodes and never
blunders, and all the target's side will be damaged, al beit not as
much as the primary target. Bombs make NPCs really mad, so care must be
taken when using them against several NPCs. Several enemies can die at
once, and the experience sharing and all calculations are done as if
they died one by one. When enemies are much higher in level the bomb
will have little or no effect at all against them.
HEALING
EXPLOSIVES
A few offences have mastered their First Aid skill and can use healing
explosives. A healing explosive is a special kind of bomb that is
dropped on top of
someone in our own side, so all the fighters in our side will receive a
healing effect due to the explosion.
UCHIMATA
Mercenaries only. This powerful Judo key will knock down the enemy to
the ground. This
key requires the enemy to be under 1/3rd of its health, and so when the
key is successful it will land a Critical Hit onto the enemy due to the
terrible impact. The more skill points you use in this skill the higher
can be the minimum health of the enemy for this skill to be used. This
is an automatic skill and no specific action is required to be used.
REGENERATION
A few offences can master their First Aid skill and use the
Regeneration skill.
Thanks to a better knowledge on healing, the character with this skill
can apply healings with sprays that produce regeneration. This is, the
initial healing will be greatly improved, and in the next 2 turns there
will be an additional automatic healing, losing power with every turn.
Classes
of skills:
Weapon
handling skills
Special attack
skills
Other fighting skills
Other character
skills
Cooking, sewing,
mechanics, chemistry and jewelry
FIRST AID
 A
person with first aid skill may heal others
during a combat, depending on their expertise in this ability.
DODGE
 Determines
our character's additional ability to dodge
attacks from the enemy during combat.
EVADE FIGHT
The action of escaping the
combat, available to all offences, is interrupted when being hit by an
enemy during the escaping round. With this skill, it is possible to
escape from the fight even
after being hit. The higher the evade fight skill the more
chances to avoid the interruption of the escaping round.
DISARM
 When
a disarm attempt is successful the disarmed enemy will only have
available the fists for attacking in the next round, and
medicines/sparys if he has such ability. If the enemy is much higher in
level it will never be disarmed. Characters with the disarm skill and
mercenaries can't be disarmed. A disarm attempt in combat spends 1
Action Point (AP).
TAUNT
 With
this skill you can provoke NPCs to stop hitting the player they are
actually attacking, so it will start hitting you. This way you can
defent weaker characters in your side. If the enemy is much
higher in level the taunting will fail always. Trying to taunt in combat spends 1 Action
Point (AP).
SUDDEN HIT
 With
this skill all Action Points in your turn will be used in a single
attack. By using so many APs in a single hit the damage will be greatly
multiplied.
To be able to select the sudden hit
option in combat you will have to:
1) Pass turn. No other action
must be done in this turn, just giving up the turn to be able to use
this skill.
2) Wait for the turn again. If
during the round nobody managed to hit you the new turn the sudden hit
option will be enabled.
 It
is importante to use the proper weapons for sudden hitting. The damage
multiplier is the total Action Points used for the attack divided by
the action points required by the weapon used. The less APs
required by the weapon, the higher will be the final multiplier.
The multiplier is capped to 40x. No higher multiplier will be possible.
Classes
of skills:
Weapon
handling skills
Special attack
skills
Other fighting skills
Other character
skills
Cooking, sewing,
mechanics, chemistry and jewelry
CHEMICAL TOLERANCE
This is what fixes the amount of chemicals you can get in your blood
before being saturated. Every time we eat food, take medicines o
receive healing during combat, the intoxication bar will grow. Whenever
the bar is at its top  , the
body can't cope with more chemicals, so the character can't receive any
healing at all.
The intoxicacion level will diminish slowly when resting outside
combat, as health will grow up slowly when resting.
STEALTH
This skill will hide us from other players once we manage to use this
skill, but you shouldn't move at all or you will be visible again. This
skill also avoids to be in sight of any aggressive NPC.
To use the skill, just type the /hide
command. Whenever the command succeeds the character will fade to
become completely invisible. Once you move into the room everybody will
see you again, and will receive a message in the console about this. If
the command is not succesful you won't be able to try again until at
least 10 seconds later.
LOCKPICKING
 Some
doors in game are locked, so you will need a picklock or the proper key
to pass such doors. To use the picklock the character must have the
lockpicking skill.
Not all the lockpickings are successful. When it fails, and if the
player is not a thief, the
picklock used will break.
 Once
a door has been lockpicked it will remain open for anybody for 5
minutes, until the door is repaired again.
If the picklock item used is higher in level than the character the
lockpicking will always fail, breaking the picklock.
STEAL
 Characters with this skill will be able to try to steal to
NPCs. If the NPC is much higher in level than the player, the stealing
will always fail. The stealing can be cancelled by pressing ESC during
the stealing process.
Thieves have special
bonuses for this skill.
SAFE-CONDUCT
Only corrupted politicians and
gangsters have this
skill. With it you can transport other players to the zone where the
character is in. To use it in game just use the console command /transport nick, so a transport
petition will be sent to the player to be transported.
 The
transport requires the target player to have in the inventory the
"Special safe-conduct" item and to accept the transport petition with
the console command /transportyes,
or to refuse it with the command /transportno.
SNOOP
 Only thieves
have this skill. To use this skill you must EXAMINE a NPC being close
to it. It's an art which allows a secret search over Non Player
Characters to find out what kind of loot they carry on, which can be
obtained after defeating them in a combat.
Classes
of skills:
Weapon
handling skills
Special attack
skills
Other fighting skills
Other character
skills
Cooking, sewing,
mechanics, chemistry and jewelry
COOKING, SEWING, MECHANICS, CHEMISTRY and JEWELRY
These
five trade skills are automatic, and available from level 1. They must
be leveled up by practice, by actually making items with them.
First you
must know what trade skills are available for your offence (go to the
STATS/SKILLS screen to find out) and learn how to use them.
Every "recipe" in cooking, for example, has a difficulty level. The books
that can be obtained in the libraries' shelves and other places will
teach you about all this.
The higher is the
difficulty level of the recibe and lower is our skill, the less
possibilities will have to create the item successfully. It is not
impossible to create an item much higher in level than your skill, but
it will be very very difficult.
Only by creating items sligthly higher in difficulty
than our skill level there is a chance of earning experience in the
skill. By repeating the "recipe" and creating items successfully the
skill will gain 1 point now and then, to show that the character is
"learning" to be better with that crafting.
When the "recipe" is not
difficult for you anymore, so its difficulty level is much lower than
your skill level, almost every time you try that recipe the item will
be created successfully. Anyway, there is always a slight change for
the skill to fail.
When a
recipe is too easy, you must try a new recipe with a difficulty level
higher than your skill if you want to keep gaining skill points and
getting better in the crafting.
Classes
of skills:
Weapon
handling skills
Special attack
skills
Other fighting skills
Other character
skills
Cooking, sewing,
mechanics, chemistry and jewelry
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